• 제목/요약/키워드: digital games

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An Interactivity-based Framework for Classifying Digital Games

  • Kim, Yong-Young;Kim, Mi-Hye
    • International Journal of Contents
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    • 제6권4호
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    • pp.35-38
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    • 2010
  • The current categorization of digital games is not objective and is unable to assess the latest and more complex digital games. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. The fundamental characteristic of digital games is interactivity. This paper addresses the current categorization gaps through the lens of interactivity. Through this lens, a conceptual framework consisting of primary and corresponding participants and controlling characters is developed. Future research topics are then presented based on this framework.

스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구 (A Study on the Effects of Storytelling on Digital Game Development)

  • 박찬익
    • 디지털산업정보학회논문지
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    • 제14권4호
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • ;;정종인;강신천;김창석;김의정
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2019년도 춘계학술대회
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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디지털 레저 문화의 창의적 진화, 시리어스 게임 (Creative Evolution of Digital Leisure Culture, Serious Games)

  • 이혜림;정의준
    • 한국콘텐츠학회논문지
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    • 제13권12호
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    • pp.48-61
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    • 2013
  • 디지털 시대가 도래함에 따라 e스포츠와 같은 디지털 레저문화가 등장하면서 국민들의 레저 문화 양상이 변화하고 있다. 그 중에서도, 상호작용적인 미디어를 대표하는 디지털 게임은 그 고유한 특성으로 인해 국민들이 선호하는 디지털 레저 활동으로 성장하고 있다. 레저란 참여자들의 주관적 인식에 따라 정신적 수준을 포함할 수 있기 때문에 정서적이며 인지적인 기능을 포함하는 디지털 게임은 유의미한 디지털 레저 활동이 될 수 있는 것이다. 본 연구에서는 디지털 게임에 창조적 생산성과 목적성 콘텐츠를 가미한 시리어스 게임이 의미 있는 디지털 레저 활동이 될 수 있다는 주장을 전제로, 학제적 연구에 기반하여 디지털 게임의 개념과 기능적 특성에 대해 알아보았다. 그리고 그 특성들과 목적지향성에 근간하여 시리어스 게임이 디지털 레저 문화가 될 수 있다는 새로운 개념을 제안하였으며 시리어스 게임의 개념과 활용범위에 대한 이론적 고찰을 바탕으로 기존 유형별 범위에 레저/관광 부분을 추가로 제안하였다. 이어서, 디지털 레저 문화로써 그 기능적 요구를 충족시킬 수 있는 게임 사례들인 의미추구 레저형, 건강지식교육 레저형, 사회인식변화 레저형 시리어스 게임과 관광 레저형 시리어스 게임을 분석하여 제시한 뒤 시리어스 게임의 효과성 연구를 통해 디지털 레저 문화로써 시리어스 게임의 활용력 부분에 대한 근거를 제시하였다. 연구 결과, 현재 디지털 레저문화는 창의적으로 진화 하고 있으며 그 창조적 산물인 시리어스 게임은 디지털 레저문화로써 즐거움과 동시에 사회문화적 가치를 지닐 수 있는 유용한 도구가 될 수 있다고 나타났다.

게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석 (Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games)

  • 홍한선;김성수;강민지;이주영
    • 한국환경과학회지
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    • 제32권12호
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.415-420
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    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

디지털 한복 디자인 연구: 온라인게임을 중심으로 (A Study of Digital Hanbok Design: focuse on Online Games)

  • 조두나
    • Human Ecology Research
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    • 제56권2호
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

Study on the Influence of the Language Symbols on Side-Scrolling Puzzle Games ---- Focused on the Players' Empathy

  • Qi, Yi;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.120-125
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    • 2023
  • According to whether language symbols are used to solve puzzles, puzzle games can be roughly divided into puzzle games with language symbols and puzzle games without language symbols. Puzzles games with language symbols can be subdivided into dialogue puzzles games and word puzzles games. These different puzzle-solving methods have different characteristics and have different effects on the empathy in the game. In horizontal scrolling games, due to the characteristics of the third-person perspective of horizontal scrolling games, there is always a 'fourth wall' between the player and the controlled character, making it difficult for players to gain a empathy when playing such games .Especially when there is a dialogue between a player-controlled character and an NPC, the sense of distance between the player and the character will be further amplified. As one of the most common game types in side-scrolling games, side-scrolling puzzle games can be divided into language symbols-based puzzle game and non-language symbols-based puzzle game according to whether language symbols are used to solve puzzles, and then promote the development of the game plot. We combine the characteristics of horizontal scrolling games, and analyze the influence of language symbols on empathy in puzzle-solving games by summarizing the game characteristics of two different puzzle-solving methods. The results show that in horizontal scrolling puzzle games, solving puzzles without using language symbols can better expand the player's sense of plot substitution.

학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인 (Teacher's acceptance of digital games and related factors)

  • 김지연;도영임
    • 한국게임학회 논문지
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    • 제17권2호
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    • pp.123-134
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    • 2017
  • 본 연구에서는 학교 장면에서 학생들의 디지털 게임 이용에 대한 교사의 수용도가 어떻게 구성되어 있는지를 살펴보고, 교사의 수용도에 영향을 미치는 요인에 대해 알아보았다. 이를 위해 2016년 8월 설문조사를 실시하였고, 초, 중, 고등학교 교사와 상담교사, 전문 상담사, 총 250명의 자료가 분석되었다. 그 결과, 학생들의 디지털 게임 이용에 대한 교사의 수용도는 5개의 하위요인인 관리/감독의 필요성, 적극 활용의사, 관심과 확인, 부적응 대체활동으로 인정, 수용 효능감으로 구성되어있었다. 다변량다중회귀분석방법을 통해 분석한 결과, 교사의 연령, 디지털 미디어 리터러시의 하위요인 중 공동체성과 탈규범성, 학생들의 디지털 게임 이용에 대한 교사 태도와 디지털 게임이 학업에 미치는 영향에 대한 교사 평가가 교사의 수용도 5개 하위요인에 차별적으로 영향을 미치는 것으로 확인되었다. 본 연구는 교육적 잠재력이 강조되고 있는 디지털 게임에 대한 교사의 수용도가 어떻게 구성되어있는지를 구체적으로 확인하고, 교사의 수용도를 촉진하는데 영향을 주는 주요 요인들을 밝혔다는데 그 의의가 있다.

PC 게임의 모바일게임으로 전환 4방식에 대한 연구 (A Study on the 4 Ways to Convert PC Games to Mobile Games)

  • 이건박;유석호
    • 디지털융복합연구
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    • 제19권4호
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    • pp.259-265
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    • 2021
  • 본 연구는 PC 게임과 모바일 게임의 차이, 각각의 이점 및 운영 패턴에 대한 분석을 통해 PC 게임의 모바일 게임화에 관한 연구로서 모바일 화 과정의 중요 핵심 요소를 추출하고자 하였다. PC 게임을 모바일 게임으로 전환하는 주요 방법은 기존 PC 게임의 기준으로 완전이식, 간소화, 특성화 와 새로운 장르화의 4가지 방식으로 분석 제시하였다. PC 게임이 모바일게임으로 전환된 기존 게임 사례분석을 통해 PC 게임의 모바일게임화에 대한 가이드라인을 제공함과 동시에 게임업체의 발전과 트렌드에 대한 길을 제시해주는 역할을 할 수 있기를 기대한다.